PDA

View Full Version : New Base Class (3.5): Esper Mage...



Xaotiq1
2013-03-28, 01:23 PM
A huge, whopping, wet thank you to Zeigander for providing the inspiration for this. His Esper Knight (http://www.giantitp.com/forums/showthread.php?t=169532) is excellent. Even if you're not into soulmelds, it just works. Anyway, I put this class together, and seek PEACH-ing!


Seriously though, check out the Esper Knight also.

ESPER ADEPT

Abilities: Intelligence determines how strong their Esper powers are and how hard those powers are to resist (see Esper Powers, below). A high Dexterity score is helpful for the Esper adept, who typically wears little or no armor, because it provides her with a bonus to Armor Class. Constitution determines how many powers the Esper adept can invest essentia into as well as determine hit points.
Races: Any of the common races regularly become esper adepts. Azurins, Rilkan and Skarn sometimes become esperadepts. Most other races aren't familiar enough with essentia to make a go of it.
Alignment: Any.
Starting Gold: 4d4x10(average gp)
Starting Age: As Wizard.

Class Skills
The Esper Adept's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d6

ESPER ADEPT
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Powers|Essentia

1st|
+0|
+0|
+0|
+2|Soul conduit, soulspark familiar (least)|
2|
2

2nd|
+1|
+0|
+0|
+3|Soulbound power (1)|
3|
2

3rd|
+1|
+1|
+1|
+3|Expanded power capacity +1|
3|
3

4th|
+2|
+1|
+1|
+4|Soulbound power (2)|
4|
4

5th|
+2|
+1|
+1|
+4|Rapid reinvet 2/day|
4|
5

6th|
+3|
+2|
+2|
+5|Soulspark familiar (lesser)|
5|
6

7th|
+3|
+2|
+2|
+5|Esper secret|
5|
7

8th|
+4|
+2|
+2|
+6|Suffused soul|
6|
8

9th|
+4|
+3|
+3|
+6|Soulbound power (2nd power)|
6|
9

10th|
+5|
+3|
+3|
+7|Esper secret|
7|
10

11th|
+5|
+3|
+3|
+7|Rapid reinvest 4/day|
7|
11

12th|
+6/+1|
+4|
+4|
+8|Soulspark familiar (standard)|
8|
12

13th|
+6/+1|
+4|
+4|
+8|Esper secret|
8|
13

14th|
+7/+2|
+4|
+4|
+9|Soulbound power (3)|
9|
14

15th|
+7/+2|
+5|
+5|
+9|Expanded power capacity +2|
9|
16

16th|
+8/+3|
+5|
+5|
+10|Esper secret|
10|
18

17th|
+8/+3|
+5|
+5|
+10|Timeless body|
10|
20

18th|
+9/+4|
+6|
+6|
+11|Soulspark familiar (greater)|
11|
22

19th|
+9/+4|
+6|
+6|
+11|Soulbound power (4)|
11|
24

20th|
+10/+5|
+6|
+6|
+12|Perfect soul|
12|
26[/table]

Weapon and Armor Proficiencies: Esper adepts are is proficient with all simple weapons, all light melee martial weapons (including those that can be thrown), shortbow, and whip. Esper adepts are proficient with light armor and shields (except tower shields). An Esper adept can use their powers while wearing light armor without incurring the normal arcane spell failure chance. However, like an arcane spellcaster, an Esper adept wearing medium or heavy armor incurs a chance of arcane spell failure if the power in question has a somatic component (most do).

Esper Powers (Su): An Esper adept’s primary ability is shaping incarnum powers, which are drawn from the Esper adept power list (see below). You know and can invest essentia in to any power from this list.
The Difficulty Class for a saving throws against an Esper adept power is 10 + ½ your HD (minimum 1) + number of points of essentia invested in the power + your Int modifier.
An Esper adept can only invest essentia in a certain number of powers at a time. The maximum number of powers that you can invest in simultaneously is equal to your Constitution score minus 10 or the number of powers allowed for your level, whichever is lower. At 1st level, you can invest two powers at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of powers.
At 1st level, you also gain access to your personal pool of essentia, which must be invested into your powers before you can use them. Your essentia pool’s size is shown on Table: Esper adept. Your character level, as noted on Table 2–1: Essentia Capacity (MoI; 19), determines the maximum quantity of essentia that you can invest in any single power.
An Esper adept does not study or prepare powers in advance.

Soul Conduit (Su): Esper adepts are able to reallocate their essentia into Incarnum Feats more than once each day. However, they do not have the amount of fluidity with their essentia as meldshapers. After reallocating essentia, Esper adepts must wait at least one round before they may reallocate it again. Further, by exploiting their connection with soul energy, Esper adepts are able to sense living creatures within 60ft as the Sense Life spell at will as a full-round action.

Soulspark Familiar (Su): At 1st level, an Esper adept's use of essentia attracts a Soulspark, Least (MoI; 197). As the Esper adept gains power, so does the soulspark. At 6th, 12th, and 18th level, the soulspark goes up a category (least to lesser, lesser to standard, etc.); and gains the stats (including skills and feats) listed (MoI; 197-8). If a Esper adept releases her familiar from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony can also replace a familiar that has perished.

Soulbound Power (Su): A 2nd level esper adept can choose one power that is treated as having an amount of essentia invested in it as the number on Table: Esper Adept. Soulbound powers do not count against the number of powers an esper adept may shape at one time. An esper adept cannot reinvest the essentia in a soulbound power; but may choose a new one each day. At 9th level, the esper adept gains a second soulbound power.

Expanded Power Capacity (Ex): At 3rd level and again at 15th level, the essentia capacity of your powers increases by 1, superseding the number on Table 2–1 (MoI; 19). This only applies to powers, not to feats, class features, or other abilities that allow essentia investment.

Rapid Reinvest (Su): Twice per day at 5th level, the esper adept can reinvest any essentia in their powers as a free action witout waiting a round. At 11th level, you can do this 4 times per day.

Esper Secret: Skilled esper adepts can learn to manipulate their powers in intruiging ways. By allowing a power to function as if it had either 2 or 4 (chosen when the secret is applied) fewer essentia invested, the esper adept can add the secret's effect to it. Essentia invested in powers enhanced by esper secrets cannot be reinvested for 1 hour as opposed to once every other round.

Suffused Soul (Su): Esper adepts that reach 8th level, thier soul has been suffused with essentia to the point that it changes them fundamentally. You gain the Outsider type with native subtype.

Timeless Body (Ex): Upon attaining 17th level, the presence of incarnum within your body becomes so prevalent that your aging process changes dramatically. You no longer take penalties to your ability scores and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, penalties continue to apply, and you still die of old age when your time is up.

Perfect Soul (Su): At 20th level, you become immune to Death effects as well as any effects that would destroy, trap, or otherwise tamper with your soul, and gain damageReduction 15/good or evil or law or chaos. After death, your spirit remains intact and may drift here and there as if by using Plane Shift at will, though your spirit is incapable of interacting with the living world, except 1/day for one hour. Enjoying the strength and power of your soul, you ignore any penalties from being resurrected.

Esper Powers
Battle Acumen — Fighting is not normally under the purview of the Esper adept; this power grants an edge in combat. If one or more essentia are invested, Battle Acumen grants a +1 bonus to attack rolls with an additional +1/2 invested essentia. If 3 or more points of essentia are invested in this power, you deal aditional damage equal to 5 times the invested essentia. If 5 or more essentia are invested in this power, you may use the whirlwind attack or Spring Attack feats even if you do not meet their prereuisites.

Celerity — When this power has 1 essentia invested, you do not lose your next round's swift action if you use an immediate action. Investing 3 points of essentia allows you to take an additional move action, after which, you are affected as if dazed, even if you are normally immune to dazing effects, until your next turn. A 5 point essentia investment allows you to take an additional standard action, after which, you are affected as if dazed, even if you are normally immune to dazing effects, until your next turn.

Censure — As a standard action, an Esper adept with 1 essentia invested in this power may target one creature within 60ft. For one round per invested essentia, when that creature tries to use any ability covered by this power, they must make a Will save or take 1d8 points of damage per invested essentia. If the save fails and the power has 3 essentia invested in it, the target is also affected as if dazed for one round, even if they are normally immune to that condition. If the save fails and 5 or more essentia are invested, the target takes the damageand affected as if sickened for 3 rounds even if they are normally immune to that condition.

Cloak Eidolon — Many Esper adepts have learned well how not to be seen, or at least, how to be hard to see. For every point of essentia invested in this power, the esper adept gains a 10% miss chance. If three points of essentia are invested, the Esper adept may use Invisibility, Greater as the spell. If 5 points are invested, you may also cast Invisibility Sphere as the spell.

Denying Essence — Tendrils of essentia wrap around your chosen foe, sapping its will to move or defend itself. Versus one target within 60’ that you have line of sight to, you may, as a swift action, force that target to make a Will save. If the save fails, the target suffers a -1/point if invested essentia penalty to AC & saving throws until the end of your next turn; and may only move 1/2 their speed. If three or more points of essentia are invested in this power, the target may not take a swift action on their turn nor an immediate action until the end of your next turn. If 5 or more point of essentia are invested, the target may only make one move action during their turn while the power is in effect.

Enhance/Diminish Animus — This power allows you to increase or lower a targets ability score. If you are using this offensively, you must succeed on a touch attack. Unwilling targets must make a Fort (Physical scores) or Will (Mental scores) save to resist the effect of this power. Investing 1 essentia allows you to give a + /-2 to any one ability score. This adjustment increases by 2 for every 2 essentia after the first that are invested in this power. The effects of this power last 1rd/ meldshaper level.

Esper Barrier — As a standard action, you emit a field of semi-tangible force that shields you from physical attacks. For each point of invested essentia, Esper barrier can take 20 points of damage before breaking. If 3 or more essentia are invested, the barrier protects versus energy and force damage as well. If 5 or more essentia are invested, the field gains Hardness 20. You can maintain this power as a standard action on your turn.

Esper Flames — As a standard action, target creature within 30ft/point of invested Essentia takes 2d6 fire damage/point of invested Essentia (Reflex half). If 3 or more points of Essentia are invested you may also target any creatures you wish within 5ft/point of invested Essentia of you and the target at the time. If 5 or more points of Essentia are invested, Esper Flames ignores Fire Resistance and deals half damage to creatures with Fire Immunity.

Esper Frost — As a standard action, target creature within 30ft/point of invested Essentia takes 2d6 cold damage/point of invested Essentia (Reflex half). If 3 or more points of Essentia are invested you may target all creatures in a 30ft x 5ft/point of invested Essentia line-effect area, and if you do the area is treated as difficult terrain for 1 round. If 5 or more points of Essentia are invested, targets that fail their Reflex saves are frozen solid, either covered in 1 inch of ice/point of invested Essentia, or, if you use the line-effect area option, captured within a Wall of Ice enclosing that area, as the spell.

Esper Grip — As a standard action, make a ranged touch attack against target creature within a 15ft/point of invested Essentia to deal 1d6 force damage/point of invested Essentia and must make a Fortitude save to avoid additional effects. On a failed save, if 1 or more points of Essentia are invested into this power the target is Sickened for 1 round. If 3 or more points of Essentia are invested the target is Sickened and Immobilized for 1 round. If 5 or more points of Essentia are invested the target is Sickened, Paralyzed, and must hold its breath as if Drowning for 1 round, and as long as you maintain this effect (standard action to target the same creature each round).

Esper Lightning — As a standard action, target creature within 30ft/point of invested Essentia takes 2d6 electricity damage/point of invested Essentia (Reflex half). If 3 or more points of Essentia are invested you may instead target any creatures you wish within a 30ft/point of invested Essentia cone-effect area. If 5 or more points of Essentia are invested, targets that fail their Reflex saves are Stunned for 1 round.

Esper Push — As a swift action, all creatures within 5ft/point of invested Essentia are pushed away from you in any direction up to 5ft/point of invested Essentia (Fortitude negates). If 3 or more points of Essentia are invested, creatures who failed their saves are knocked prone. If 5 or more points of Essentia are invested, creatures that succeeded on their saves are still pushed half the distance (rounded down to the nearest 5ft).

Esper Sacrifice — As a swift action, you lose 1d6hp/point of invested Essentia but any ally within 15ft/point of invested Essentia regains 6hp/point of invested Essentia. If 3 or more points of Essentia is invested you may remove any of the following conditions from the healed ally: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, or Sickened. If 5 or more points of Essentia is invested you may remove 1 ability damage/point of invested Essentia and remove any of the following conditions: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, Sickened, Poisoned, Confused, Exhausted, Stunned, Nauseated, Panicked, or Paralyzed.

Esper Scream — As a standard action, target creature within 30ft/point of invested Essentia takes 2d4 sonic damage/point of invested Essentia (Fortitude half). If 3 or more points of Essentia are invested you may target all creatures in a 15ft /point of invested Essentia cone-effect area, and if you do targets failing a Fortitude save are deafened for 1 round. If 5 or more points of Essentia are invested, targets that fail their Fortitude saves are both deafened and stunned for 1round per invested essentia. Subjects succeeding on their saves are only deafened.

Esper Slam — As a standard action, make a ranged touch attack against target creature within 15ft/point of invested Essentia to deal 1d6 force damage/point of invested Essentia +1.5 times your Strength modifier and is pushed away from you in any direction up to 10ft/point of invested Essentia (Fortitude negates). If 3 or more points of Essentia are invested, creatures you failed their saves are knocked prone and are Staggered for 1 round. If 5 or more points of Essentia are invested, you add 2x your Strength modifier to the damage and creatures who succeeded on their saves are still pushed up to half the distance (rounded down to the nearest 5ft).

Esper Surge — As a swift action, you gain a +20ft/point of Essentia invested bonus to your land speed for 1 round. If 3 or more points of Essentia are invested you add this bonus to all of your speeds and may make an extra attack when making a full attack at your highest attack bonus. If 5 or more points of Essentia are invested, you may make a full attack as a standard action rather than a full-round action.

Farseeing — You gain a vague, momentary impression of events happening around a particular being in some distant place. As a full-round action you can target one creature you know or have met before. If that target makes a Will save, you gain no information (including whether the target is alive or dead) and cannot use this Esper power against the same target for 24 hours. If they fail the save, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling; as long as at least 1 point of essentia invested in it. A dead target has a Will save result of 30 for purposes of this power. If you invest 3 essentia into this power, you can gain a clear mental iadept of the target's surroundings, as well as other creatures and objects within 30ft of it. If you invest 5 or more essentia, you determine the path taken by your target, provided you are within line of sight of the creature's trail. You can track the creature (as per the Track application of the Survival skill) without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last day.

Force Aura — As a swift action, you gather your essentia around you and manifest a damaging aura. Until the end of your next turn, all of your unarmed melee attacks deal an additional +1d6 points of force damageper invested essentia. Opponents that strike you in melee, including attacks to initiate a grapple or other maneuver, also take force damage. Opponents that take force damagemust make a reflex save or suffer an additional 1d6 points of force damage per invested essentia the following round.

Mind Trick — As a standard action, as long as 1 or more points of Essentia are invested in this power you may use Command and Detect Thoughts at will, as the spells. If 3 or more points of Essentia are invested you may use Command, Detect Thoughts, Suggestion, or Modify Memory at will, as the spells. If 5 or more points of Essentia are invested you use Command, Detect Thoughts, Suggestion, Modify Memory, Feeblemind, or Greater Command at will, as the spells. A creature that successfully saves against your Mind Trick cannot be affected by any of the spell effects for 24 hours. Your caster level for this power is equal to your Esper adept level.

Move Object — As a standard action, choose a creature or object within 30ft/point of invested Essentia that weighs no more than 30lbs/point of invested Essentia. A creature can negate this power's effect against itself or an object it possesses with a successful Will save. If the save fails, as long as you maintain this effect (a move action each round), you may move the chosen creature or object 10ft/point of invested Essentia in any direction per round, though the effect is immediately ended if distance between the creature or object ever exceeds this power's maximum range. You may telekinetically manipulate the creature or object as if by one hand requiring any actions necessary to complete the desired effect (turn a key as a free action, initiate a grapple as a standard action, etc). The power's Strength score for these purposes is 10+2/point of invested Essentia. If 3 or more points of Essentia are invested double the maximum weight you may affect with this power. Further your telekinetic force is honed to a precision instrument gaining a +3 bonus to dexterity skill checks, and a +4 bonus to Bull Rush, Disarm, Grapple, and Trip attempts. If 5 or more points of Essentia are invested you are able to violently hurl creatures or objects. As a standard action, choose a creature or object within range. You may hurl the creature or object 15ft/point of invested Essentia. If a creature is hurled into a solid surface it is dealt 1d6 damage/10ft hurled in this way. Weapons deal damageas normal (no Strength bonus, add 2x your Wisdom modifier). Objects deal either 1point/25lbs if they are less dangerous, or 1d6/25lbs for more dangerous objects (as determined by the DM).

Negate Energy — As an immediate action, as long as 1 or more points of Essentia are invested in this power when you are included as a target of a spell or ability that deals energy damageand does not include an attack roll (Fireball, Dragon's Breath, etc) you may make an opposed level check with the source of that spell or ability if the damageis Cold, Electricity, or Fire. If your check succeeds you are no longer considered a target of that spell or ability and your space is omitted from its effects. If 3 or more points of Essentia are invested you get a +5 bonus to the opposed level check and may negate Acid, Cold, Electricity, Fire and Sonic damage. If 5 or more points of Essentia are invested you get a +10 bonus to the opposed level check and may negate any type of energy damage (including Positive, Negative, Force, etc). Further, you may exclude an additional number of 5ft spaces equal to the invested points of Essentia.

Reshape Animus — As a full-round action, you may take the shape of any normal animal; no templates, no nonsense, as the Alternate Form ability (MM305). You may stay in your chosen shape for 1 hour per invested essentia. If 1 point of essentia is invested in this power, you can take the form of a tiny or small animal. If 3 or more essentia are invested, you can take the form of a tiny, small or medium animal. If 5 or more essentia are invested, you may take the form of an animal between tiny and huge sizes.

Sever Essence — Esper adepts can block opponents’ access to spells and other similar abilities (Sp, Su, & Ps) and make it difficult for them to use those powers. The esper mage chooses a target within 60ft. That target makes a will save. If the save fails, the target must make a level check with a penalty equal to the amount of invested essentia each time they wish to cast a spell or use an ability. If 3 or more esentia are invested in this power, the penalty is double the invested essentia. If 5 or more essentia are invested, the target cannot cast spells or use special abilities (Sp, Su, or Ps) at all. This power can be maintained as a standard action on your turn.

Shatter Objects — As a standard action, as long as 1 or more points of Essentia are invested into this power, you may use the Shatter spell at will. Your caster level equals your Esper adept level. If 3 or more points of Essentia are invested the area of the Shatter spell effect is increased to 5ft/point of invested Essentia. Further, double the maximum weight you are able to effect with the spell effect. If 5 or more points of Essentia are invested the area Shatter effect is able to destroy magical items, and deals creatures, objects, and structures within the area 1d6 sonic damage/point of invested Essentia, ignoring hardness.

Warp Space — Once per round/point of invested Essentia, as an attack action, as long as 1 or more points of Essentia are invested in this power you may make a melee attack against any creature within line of sight and within 15ft/point of invested Essentia. If an ally threatens the creature you are considered to be flanking. If 3 or more points of Essentia are invested, as a swift action, you may teleport up to 5ft/point of invested Essentia to any unoccupied square within line of sight. If 5 or more points of Essentia are invested, you may use Swift Etherealness at will, as the spell.


Esper Secrets
Debilitating Power: 2 Points: Targets dealt damage by the affected power act as if fatigued for effective essentia rounds, even if they are normally immune to that condition..

4 Points: Targets dealt damage by the afected power act is if exhausted for effective essentia rounds, even if normally immune to that condition.

Devastating Power: 2 Points: Maximizes the damage dealt by the affected power.

4 Points: Maximize the damage dealt & then increase that amount by 50%.

Distant Power: 2 Points: Multiply the range of the efected power by 10.

4 Points: The power can effect any target within your line of sight.

Enlarged Power: 2 Points: When this secret is used on a power with an area of effect, the length or radius of that effect is multiplied by 2.

4 Points: When this secret is used on a power with an area of effect, the length or radius of that effect is multiplied by 5.

Extend Power: 2 Points: When this secret is used on a power that allows you to maintain your concentration; you may do so as a swift action instead of a standard action for one round.

4 Points: As above, except the duration is increased to one round per effective essentia + your Con modifier.

Linked Power: 2 Points: When a power altered by this secret is used, the esper adept may choose another power, that cannot be a soulbound power nor can it be altered by an esper secret, to activate at the beginning of their next turn.

4 Points: As above except both powers activate during the turn you use the affected power.

Multitarget Power: 2 Points: You can affect one additional target with the affected power.

4 Points: You can affect one target per 4 character levels with the affected power.

Quicken Power: 2 Points: You may activate this power as a swift action on your turn.

4 Points: You may activate this power as a free action, even when it is not your turn.

NOTE: Powers altered by this esper secret can be used only once per encounter per invested essentia.

Remote Power: 2 Points: You may have powers that originate from your square do so from any square within 30ft of you.

4 Points: You may have powers that originate from your square do so from any square in your line of sight.

Shaped Power: 2 Points: You can change a power's area of efect from a cone to a line or vice versa.

4 Points: You may pinpoint a number of targets equal to your Con modifier + invested essentia within a number of squares of you equal to the cone's (or line's) length.

Xaotiq1
2013-03-30, 11:07 AM
Still lookin' for dem peaches! Thanks muchly!! :biggrin:

Xaotiq1
2013-04-16, 04:41 PM
This will be a shameless bump. The quality of the brew I produce can't get better without your help! I humbly beg your assistance; thank you in advance!

Epsilon Rose
2013-04-17, 01:57 PM
This could just be a matter of taste, but this class seems a bit empty. It suffers from the same problem as the wizard, only with fewer spells.

JoshuaZ
2013-04-17, 03:14 PM
Needs more Esper power options. Also they should probably have access somewhat to regular soulmelds, possibly with chakra binds. As it is now it is quite weak.

Xaotiq1
2013-04-18, 02:08 PM
Okay, I opened things up a bit with the powers. I added the ability to research new powers. The reason that they don't have a meldshaping progression is that they manipulate essentia in a different way. They can still take Shape Soulmeld and Open Chakra as bonus or standard feats (I've always considered those incarnum feats anyway).

I didn't make a lot of powers as Ziegander did a bang up job. The class has access to different movement modes, most important flight and teleportation, a bit of shape changing, decent BFC and damage, even out of combat healing. The powers I added were just to round out the selection. Anyway, I've got nearly 30 powers here, and Incarnates only have, what, 45-50 melds on their list? Not many to go and the class, now, gives the player the ability to stretch their imaginations a tick.

As far as other class features, I'm not sure what else this class needs past its powers, skills, and proficiencies. Any thoughts, Playgrounders?? :amused:

Xaotiq1
2013-04-19, 11:31 AM
Well, I've made what I see as massive changes to the class. It's certainly got more stuff now...:smalleek:

I added access to soulmelds, albeit at a reduces meldshaper level. I changed the way the class gains esper powers. And I should come up with some bind effects for those powers.

If any of you have any ideas, let me know! Otherwise a general P.E.A.C.H. will do! Thanks!

Tarsten Corvus
2013-04-20, 07:05 AM
My honest suggestion would be to spread out the Chakra binds to say a different every two levels example: lvl 2 Chakra bind (crown). lvl 4 feet, lvl 6 hands .. .. etc etc. Looks fairly playable and fun to do better then what mine looked like LoL

Xaotiq1
2013-12-10, 01:14 AM
HUGE OVERHAUL PERFORMED!! I seek CRITIQUE!!! Thanks made in advance.

Eldan
2013-12-10, 03:33 AM
Can I ask, why "Esper"? There doesn't seem to be very much telepathy on the list.

Xaotiq1
2013-12-10, 01:04 PM
Can I ask, why "Esper"? There doesn't seem to be very much telepathy on the list.

It's a hold over from the class that inspired me. Ergo, you'd need to ask Ziegander. :smalltongue:

Xaotiq1
2013-12-18, 12:10 PM
Bumping as I am hungry for PEACHes!!! :biggrin: